/* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at */ #include #ifndef __CEXTRACT__ # include #endif #include #include #include extern void sub_weight (object *, signed long); extern void add_weight (object *, signed long); extern long pticks; /* If flag is non zero, it means that we want to try and save everyone, but * keep the game running. Thus, we don't want to free any information. */ void emergency_save (int flag) { player *pl; #ifndef NO_EMERGENCY_SAVE trying_emergency_save = 1; if (editor) return; LOG (llevError, "Emergency save: "); for (pl = first_player; pl != NULL; pl = pl->next) { if (!pl->ob) { LOG (llevError, "No name, ignoring this.\n"); continue; } LOG (llevError, "%s ", pl->ob->name); new_draw_info (NDI_UNIQUE, 0, pl->ob, "Emergency save..."); /* If we are not exiting the game (ie, this is sort of a backup save), then * don't change the location back to the village. Note that there are other * options to have backup saves be done at the starting village */ if (!flag) { strcpy (pl->maplevel, first_map_path); if (pl->ob->map != NULL) pl->ob->map = NULL; pl->ob->x = -1; pl->ob->y = -1; } if (!save_player (pl->ob, flag)) { LOG (llevError, "(failed) "); new_draw_info (NDI_UNIQUE, 0, pl->ob, "Emergency save failed, checking score..."); } check_score (pl->ob); } LOG (llevError, "\n"); #else LOG (llevInfo, "Emergency saves disabled, no save attempted\n"); #endif /* If the game is exiting, remove the player locks */ if (!flag) { for (pl = first_player; pl != NULL; pl = pl->next) { if (pl->ob) { } } } } /* Delete character with name. if new is set, also delete the new * style directory, otherwise, just delete the old style playfile * (needed for transition) */ void delete_character (const char *name, int newchar) { char buf[MAX_BUF]; sprintf (buf, "%s/%s/%s.pl", settings.localdir, settings.playerdir, name); if (unlink (buf) == -1) LOG (llevDebug, "Cannot delete character file %s: %s\n", buf, strerror (errno)); if (newchar) { sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, name); /* this effectively does an rm -rf on the directory */ remove_directory (buf); } } /* This verify that a character of name exits, and that it matches * password. It return 0 if there is match, 1 if no such player, * 2 if incorrect password. */ int verify_player (const char *name, char *password) { char buf[MAX_BUF]; int comp; FILE *fp; if (strpbrk (name, "/.\\") != NULL) { LOG (llevError, "Username contains illegal characters: %s\n", name); return 1; } snprintf (buf, sizeof (buf), "%s/%s/%s/%s.pl", settings.localdir, settings.playerdir, name, name); if (strlen (buf) >= sizeof (buf) - 1) { LOG (llevError, "Username too long: %s\n", name); return 1; } if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) return 1; /* Read in the file until we find the password line. Our logic could * be a bit better on cleaning up the password from the file, but since * it is written by the program, I think it is fair to assume that the * syntax should be pretty standard. */ while (fgets (buf, MAX_BUF - 1, fp) != NULL) { if (!strncmp (buf, "password ", 9)) { buf[strlen (buf) - 1] = 0; /* remove newline */ if (check_password (password, buf + 9)) { close_and_delete (fp, comp); return 0; } else { close_and_delete (fp, comp); return 2; } } } LOG (llevDebug, "Could not find a password line in player %s\n", name); close_and_delete (fp, comp); return 1; } /* Checks to see if anyone else by 'name' is currently playing. * If we find that file or another character of some name is already in the * game, we don't let this person join (we should really let the new player * enter the password, and if correct, disconnect that socket and attach it to * the players current session. * If no one by that name is currently playing, we then make sure the name * doesn't include any bogus characters. * We return 0 if the name is in use/bad, 1 if it is OK to use this name. */ int check_name (player *me, const char *name) { player *pl; for (pl = first_player; pl != NULL; pl = pl->next) if (pl != me && pl->ob->name != NULL && !strcmp (pl->ob->name, name)) { new_draw_info (NDI_UNIQUE, 0, me->ob, "That name is already in use."); return 0; } if (*name == '\0') { new_draw_info (NDI_UNIQUE, 0, me->ob, "Null names are not allowed."); return 0; } if (!playername_ok (name)) { new_draw_info (NDI_UNIQUE, 0, me->ob, "That name contains illegal characters."); return 0; } if (strlen (name) >= MAX_NAME) { new_draw_info (NDI_UNIQUE, 0, me->ob, "That name is too long."); return 0; } return 1; } int create_savedir_if_needed (char *savedir) { struct stat *buf; if ((buf = (struct stat *) malloc (sizeof (struct stat))) == NULL) { LOG (llevError, "Unable to save playerfile... out of memory.\n"); return 0; } else { stat (savedir, buf); if (!S_ISDIR (buf->st_mode)) if (mkdir (savedir, SAVE_DIR_MODE)) { LOG (llevError, "Unable to create player savedir %s: %s\n", savedir, strerror (errno)); return 0; } free (buf); } return 1; } void destroy_object (object *op) { object *tmp; while ((tmp = op->inv)) destroy_object (tmp); if (!QUERY_FLAG (op, FLAG_REMOVED)) remove_ob (op); free_object (op); } /* * If flag is set, it's only backup, ie dont remove objects from inventory * If BACKUP_SAVE_AT_HOME is set, and the flag is set, then the player * will be saved at the emergency save location. * Returns non zero if successful. */ int save_player (object *op, int flag) { object *tmp, *container = NULL; player *pl = op->contr; int i, wiz = QUERY_FLAG (op, FLAG_WIZ); #ifdef BACKUP_SAVE_AT_HOME sint16 backup_x, backup_y; #endif if (!op->stats.exp) return 0; /* no experience, no save */ flag &= 1; if (!pl->name_changed || (!flag && !op->stats.exp)) { if (!flag) { new_draw_info (NDI_UNIQUE, 0, op, "Your game is not valid,"); new_draw_info (NDI_UNIQUE, 0, op, "Game not saved."); } return 0; } /* Sanity check - some stuff changes this when player is exiting */ if (op->type != PLAYER) return 0; /* Prevent accidental saves if connection is reset after player has * mostly exited. */ if (pl->state != ST_PLAYING && pl->state != ST_GET_PARTY_PASSWORD) return 0; INVOKE_PLAYER (SAVE, op->contr); if (flag == 0) terminate_all_pets (op); object_freezer freezer; /* Eneq(@csd.uu.se): If we have an open container hide it. */ if (op->container) { container = op->container; op->container = NULL; } fprintf (freezer, "password %s\n", pl->password); if (settings.set_title == TRUE) if (pl->own_title[0] != '\0') fprintf (freezer, "title %s\n", pl->own_title); fprintf (freezer, "explore %d\n", pl->explore); fprintf (freezer, "gen_hp %d\n", pl->gen_hp); fprintf (freezer, "gen_sp %d\n", pl->gen_sp); fprintf (freezer, "gen_grace %d\n", pl->gen_grace); fprintf (freezer, "listening %d\n", pl->listening); fprintf (freezer, "shoottype %d\n", pl->shoottype); fprintf (freezer, "bowtype %d\n", pl->bowtype); fprintf (freezer, "petmode %d\n", pl->petmode); fprintf (freezer, "peaceful %d\n", pl->peaceful); fprintf (freezer, "no_shout %d\n", pl->no_shout); fprintf (freezer, "digestion %d\n", pl->digestion); fprintf (freezer, "pickup %d\n", pl->mode); fprintf (freezer, "outputs_sync %d\n", pl->outputs_sync); fprintf (freezer, "outputs_count %d\n", pl->outputs_count); /* Match the enumerations but in string form */ fprintf (freezer, "usekeys %s\n", pl->usekeys == key_inventory ? "key_inventory" : (pl->usekeys == keyrings ? "keyrings" : "containers")); /* Match the enumerations but in string form */ fprintf (freezer, "unapply %s\n", pl->unapply == unapply_nochoice ? "unapply_nochoice" : (pl->unapply == unapply_never ? "unapply_never" : "unapply_always")); #ifdef BACKUP_SAVE_AT_HOME if (op->map != NULL && flag == 0) #else if (op->map != NULL) #endif fprintf (freezer, "map %s\n", op->map->path); else fprintf (freezer, "map %s\n", settings.emergency_mapname); fprintf (freezer, "savebed_map %s\n", pl->savebed_map); fprintf (freezer, "bed_x %d\nbed_y %d\n", pl->bed_x, pl->bed_y); fprintf (freezer, "weapon_sp %f\n", pl->weapon_sp); fprintf (freezer, "Str %d\n", pl->orig_stats.Str); fprintf (freezer, "Dex %d\n", pl->orig_stats.Dex); fprintf (freezer, "Con %d\n", pl->orig_stats.Con); fprintf (freezer, "Int %d\n", pl->orig_stats.Int); fprintf (freezer, "Pow %d\n", pl->orig_stats.Pow); fprintf (freezer, "Wis %d\n", pl->orig_stats.Wis); fprintf (freezer, "Cha %d\n", pl->orig_stats.Cha); fprintf (freezer, "lev_array %d\n", op->level > 10 ? 10 : op->level); for (i = 1; i <= pl->last_level && i <= 10; i++) { fprintf (freezer, "%d\n", pl->levhp[i]); fprintf (freezer, "%d\n", pl->levsp[i]); fprintf (freezer, "%d\n", pl->levgrace[i]); } freezer.put (op->contr); fprintf (freezer, "endplst\n"); SET_FLAG (op, FLAG_NO_FIX_PLAYER); CLEAR_FLAG (op, FLAG_WIZ); #ifdef BACKUP_SAVE_AT_HOME if (flag) { backup_x = op->x; backup_y = op->y; op->x = -1; op->y = -1; } /* Save objects, but not unpaid objects. Don't remove objects from * inventory. */ save_object (freezer, op, 2); if (flag) { op->x = backup_x; op->y = backup_y; } #else save_object (freezer, op, 3); /* don't check and don't remove */ #endif char filename[MAX_BUF]; sprintf (filename, "%s/%s/%s/%s.pl", settings.localdir, settings.playerdir, &op->name, &op->name); make_path_to_file (filename); freezer.save (filename); CLEAR_FLAG (op, FLAG_NO_FIX_PLAYER); if (!flag) while ((tmp = op->inv)) destroy_object (tmp); /* Eneq(@csd.uu.se): Reveal the container if we have one. */ if (flag && container != NULL) op->container = container; if (wiz) SET_FLAG (op, FLAG_WIZ); if (!flag) esrv_send_inventory (op, op); return 1; } void check_login (object *op) { char filename[MAX_BUF]; char buf[MAX_BUF], bufall[MAX_BUF]; int i, value; player *pl = op->contr; int correct = 0; strcpy (pl->maplevel, first_map_path); sprintf (filename, "%s/%s/%s/%s.pl", settings.localdir, settings.playerdir, &op->name, &op->name); object_thawer thawer (filename); /* If no file, must be a new player, so lets get confirmation of * the password. Return control to the higher level dispatch, * since the rest of this just deals with loading of the file. */ if (!thawer) { confirm_password (op); return; } if (fgets (bufall, MAX_BUF, thawer) != NULL) { if (sscanf (bufall, "password %s\n", buf)) { /* New password scheme: */ correct = check_password (pl->write_buf + 1, buf); } } if (!correct) { new_draw_info (NDI_UNIQUE, 0, op, " "); new_draw_info (NDI_UNIQUE, 0, op, "Wrong Password!"); new_draw_info (NDI_UNIQUE, 0, op, " "); op->name = op->name_pl = "noname"; op->contr->socket.password_fails++; if (op->contr->socket.password_fails >= MAX_PASSWORD_FAILURES) { new_draw_info (NDI_UNIQUE, 0, op, "You gave an incorrect password too many times, you will now be dropped from the server."); LOG (llevInfo, "A player connecting from %s has been dropped for password failure\n", op->contr->socket.host); op->contr->socket.status = Ns_Dead; /* the socket loop should handle the rest for us */ } else get_name (op); return; /* Once again, rest of code just loads the char */ } #ifdef SAVE_INTERVAL pl->last_save_time = time (NULL); #endif /* SAVE_INTERVAL */ pl->party = NULL; if (settings.search_items == TRUE) pl->search_str[0] = '\0'; pl->name_changed = 1; pl->orig_stats.Str = 0; pl->orig_stats.Dex = 0; pl->orig_stats.Con = 0; pl->orig_stats.Int = 0; pl->orig_stats.Pow = 0; pl->orig_stats.Wis = 0; pl->orig_stats.Cha = 0; strcpy (pl->savebed_map, first_map_path); pl->bed_x = 0, pl->bed_y = 0; pl->spellparam[0] = '\0'; /* Loop through the file, loading the rest of the values */ while (fgets (bufall, MAX_BUF, thawer) != NULL) { sscanf (bufall, "%s %d\n", buf, &value); if (!strcmp (buf, "endplst")) break; else if (!strcmp (buf, "oid")) thawer.get (pl, value); else if (!strcmp (buf, "title") && settings.set_title == TRUE) sscanf (bufall, "title %[^\n]", pl->own_title); else if (!strcmp (buf, "explore")) pl->explore = value; else if (!strcmp (buf, "gen_hp")) pl->gen_hp = value; else if (!strcmp (buf, "shoottype")) pl->shoottype = (rangetype) value; else if (!strcmp (buf, "bowtype")) pl->bowtype = (bowtype_t) value; else if (!strcmp (buf, "petmode")) pl->petmode = (petmode_t) value; else if (!strcmp (buf, "gen_sp")) pl->gen_sp = value; else if (!strcmp (buf, "gen_grace")) pl->gen_grace = value; else if (!strcmp (buf, "listening")) pl->listening = value; else if (!strcmp (buf, "peaceful")) pl->peaceful = value; else if (!strcmp (buf, "no_shout")) pl->no_shout = value; else if (!strcmp (buf, "digestion")) pl->digestion = value; else if (!strcmp (buf, "pickup")) pl->mode = value; else if (!strcmp (buf, "outputs_sync")) pl->outputs_sync = value; else if (!strcmp (buf, "outputs_count")) pl->outputs_count = value; else if (!strcmp (buf, "map")) sscanf (bufall, "map %s", pl->maplevel); else if (!strcmp (buf, "savebed_map")) sscanf (bufall, "savebed_map %s", pl->savebed_map); else if (!strcmp (buf, "bed_x")) pl->bed_x = value; else if (!strcmp (buf, "bed_y")) pl->bed_y = value; else if (!strcmp (buf, "weapon_sp")) sscanf (buf, "weapon_sp %f", &pl->weapon_sp); else if (!strcmp (buf, "Str")) pl->orig_stats.Str = value; else if (!strcmp (buf, "Dex")) pl->orig_stats.Dex = value; else if (!strcmp (buf, "Con")) pl->orig_stats.Con = value; else if (!strcmp (buf, "Int")) pl->orig_stats.Int = value; else if (!strcmp (buf, "Pow")) pl->orig_stats.Pow = value; else if (!strcmp (buf, "Wis")) pl->orig_stats.Wis = value; else if (!strcmp (buf, "Cha")) pl->orig_stats.Cha = value; else if (!strcmp (buf, "usekeys")) { if (!strcmp (bufall + 8, "key_inventory\n")) pl->usekeys = key_inventory; else if (!strcmp (bufall + 8, "keyrings\n")) pl->usekeys = keyrings; else if (!strcmp (bufall + 8, "containers\n")) pl->usekeys = containers; else LOG (llevDebug, "load_player: got unknown usekeys type: %s\n", bufall + 8); } else if (!strcmp (buf, "unapply")) { if (!strcmp (bufall + 8, "unapply_nochoice\n")) pl->unapply = unapply_nochoice; else if (!strcmp (bufall + 8, "unapply_never\n")) pl->unapply = unapply_never; else if (!strcmp (bufall + 8, "unapply_always\n")) pl->unapply = unapply_always; else LOG (llevDebug, "load_player: got unknown unapply type: %s\n", bufall + 8); } else if (!strcmp (buf, "lev_array")) { for (i = 1; i <= value; i++) { char line[128]; fgets (line, 128, thawer); pl->levhp[i] = atoi (line); fgets (line, 128, thawer); pl->levsp[i] = atoi (line); fgets (line, 128, thawer); pl->levgrace[i] = atoi (line); } /* spell_array code removed - don't know when that was last used. * Even the load code below will someday be replaced by spells being * objects. */ } else if (!strcmp (buf, "known_spell")) { #if 0 /* Logic is left here in case someone wants to try * and write code to update to spell objects. */ char *cp = strchr (bufall, '\n'); *cp = '\0'; cp = strchr (bufall, ' '); cp++; for (i = 0; i < NROFREALSPELLS; i++) if (!strcmp (spells[i].name, cp)) { pl->known_spells[pl->nrofknownspells++] = i; break; } if (i == NROFREALSPELLS) LOG (llevDebug, "Error: unknown spell (%s)\n", cp); #endif } } /* End of loop loading the character file */ leave_map (op); op->speed = 0; update_ob_speed (op); clear_object (op); op->contr = pl; pl->ob = op; /* this loads the standard objects values. */ load_object (thawer, op, 0); CLEAR_FLAG (op, FLAG_NO_FIX_PLAYER); assign (pl->title, op->arch->clone.name); /* If the map where the person was last saved does not exist, * restart them on their home-savebed. This is good for when * maps change between versions * First, we check for partial path, then check to see if the full * path (for unique player maps) */ if (check_path (pl->maplevel, 1) == -1) { if (check_path (pl->maplevel, 0) == -1) { strcpy (pl->maplevel, pl->savebed_map); op->x = pl->bed_x, op->y = pl->bed_y; } } /* make sure he's a player--needed because of class change. */ op->type = PLAYER; enter_exit (op, NULL); pl->name_changed = 1; pl->state = ST_PLAYING; #ifdef AUTOSAVE pl->last_save_tick = pticks; #endif op->carrying = sum_weight (op); /* Need to call fix_player now - program modified so that it is not * called during the load process (FLAG_NO_FIX_PLAYER set when * saved) * Moved ahead of the esrv functions, so proper weights will be * sent to the client. */ link_player_skills (op); if (!legal_range (op, op->contr->shoottype)) op->contr->shoottype = range_none; fix_player (op); /* if it's a dragon player, set the correct title here */ if (is_dragon_pl (op) && op->inv != NULL) { object *tmp, *abil = NULL, *skin = NULL; for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { if (tmp->type == FORCE) { if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) abil = tmp; else if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) skin = tmp; } } set_dragon_name (op, abil, skin); } new_draw_info (NDI_UNIQUE, 0, op, "Welcome Back!"); new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &pl->ob->name); INVOKE_PLAYER (LOAD, pl, ARG_STRING (filename)); INVOKE_PLAYER (LOGIN, pl); op->contr->socket.update_look = 1; /* If the player should be dead, call kill_player for them * Only check for hp - if player lacks food, let the normal * logic for that to take place. If player is permanently * dead, and not using permadeath mode, the kill_player will * set the play_again flag, so return. */ if (op->stats.hp < 0) { new_draw_info (NDI_UNIQUE, 0, op, "Your character was dead last your played."); kill_player (op); if (pl->state != ST_PLAYING) return; } LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &op->name, op->contr->socket.host); /* Do this after checking for death - no reason sucking up bandwidth if * the data isn't needed. */ esrv_new_player (op->contr, op->weight + op->carrying); esrv_send_inventory (op, op); esrv_add_spells (op->contr, NULL); CLEAR_FLAG (op, FLAG_FRIENDLY); /* can_use_shield is a new flag. However, the can_use.. seems to largely come * from the class, and not race. I don't see any way to get the class information * to then update this. I don't think this will actually break anything - anyone * that can use armour should be able to use a shield. What this may 'break' * are features new characters get, eg, if someone starts up with a Q, they * should be able to use a shield. However, old Q's won't get that advantage. */ if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) SET_FLAG (op, FLAG_USE_SHIELD); return; }